package Model;

public class Faehigkeit {
	private int close_combat = 0;
    private int small_guns = 0;
    private int medium_guns = 0;
    private int big_guns = 0;
    private int energy_weapons = 0;
    private int ammunition = 0;
	
	private int fire_magic = 0;
	private int water_magic = 0;
	private int air_magic = 0;
	private int earth_magic = 0;
	private int spirit_magic = 0;
	private int mind_magic = 0;
	
	private int explosives = 0;
	private int traps = 0;
	private int gadgets = 0;
	private int repairing = 0;
	private int sabotage = 0;
	private int enhancements = 0;
	
	private int armory = 0;
	private int elemental_resistances = 0;
	private int spirit_resistances = 0;
	private int stealth = 0;
	private int dodge = 0;

	public void setClose_combat(int close_combat) {
		this.close_combat = close_combat;
	}
	public int getClose_combat() {
		return close_combat;
	}
	public void setSmall_guns(int small_guns) {
		this.small_guns = small_guns;
	}
	public int getSmall_guns() {
		return small_guns;
	}
	public void setMedium_guns(int medium_guns) {
		this.medium_guns = medium_guns;
	}
	public int getMedium_guns() {
		return medium_guns;
	}
	public void setBig_guns(int big_guns) {
		this.big_guns = big_guns;
	}
	public int getBig_guns() {
		return big_guns;
	}
	public void setEnergy_weapons(int energy_weapons) {
		this.energy_weapons = energy_weapons;
	}
	public int getEnergy_weapons() {
		return energy_weapons;
	}
	public void setAmmunition(int ammunition) {
		this.ammunition = ammunition;
	}
	public int getAmmunition() {
		return ammunition;
	}
	public void setFire_magic(int fire_magic) {
		this.fire_magic = fire_magic;
	}
	public int getFire_magic() {
		return fire_magic;
	}
	public void setWater_magic(int water_magic) {
		this.water_magic = water_magic;
	}
	public int getWater_magic() {
		return water_magic;
	}
	public void setAir_magic(int air_magic) {
		this.air_magic = air_magic;
	}
	public int getAir_magic() {
		return air_magic;
	}
	public void setEarth_magic(int earth_magic) {
		this.earth_magic = earth_magic;
	}
	public int getEarth_magic() {
		return earth_magic;
	}
	public void setSpirit_magic(int spirit_magic) {
		this.spirit_magic = spirit_magic;
	}
	public int getSpirit_magic() {
		return spirit_magic;
	}
	public void setMind_magic(int mind_magic) {
		this.mind_magic = mind_magic;
	}
	public int getMind_magic() {
		return mind_magic;
	}
	public void setExplosives(int explosives) {
		this.explosives = explosives;
	}
	public int getExplosives() {
		return explosives;
	}
	public void setTraps(int traps) {
		this.traps = traps;
	}
	public int getTraps() {
		return traps;
	}
	public void setGadgets(int gadgets) {
		this.gadgets = gadgets;
	}
	public int getGadgets() {
		return gadgets;
	}
	public void setRepairing(int repairing) {
		this.repairing = repairing;
	}
	public int getRepairing() {
		return repairing;
	}
	public void setSabotage(int sabotage) {
		this.sabotage = sabotage;
	}
	public int getSabotage() {
		return sabotage;
	}
	public void setEnhancements(int enhancements) {
		this.enhancements = enhancements;
	}
	public int getEnhancements() {
		return enhancements;
	}
	public void setArmory(int armory) {
		this.armory = armory;
	}
	public int getArmory() {
		return armory;
	}
	public void setElemental_resistances(int elemental_resistances) {
		this.elemental_resistances = elemental_resistances;
	}
	public int getElemental_resistances() {
		return elemental_resistances;
	}
	public void setSpirit_resistances(int spirit_resistances) {
		this.spirit_resistances = spirit_resistances;
	}
	public int getSpirit_resistances() {
		return spirit_resistances;
	}
	public void setStealth(int stealth) {
		this.stealth = stealth;
	}
	public int getStealth() {
		return stealth;
	}
	public void setDodge(int dodge) {
		this.dodge = dodge;
	}
	public int getDodge() {
		return dodge;
	}
}
